Profile analysis of simulator sickness symptoms: application to virtual environment systems
Presence: Teleoperators and Virtual Environments
Measurement of presence and its consequences in virtual environments
International Journal of Human-Computer Studies
Handbook of Human-Computer Interaction
Handbook of Human-Computer Interaction
Reviving the past: cultural heritage meets virtual reality
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Human centred design of 3-D interaction devices to control virtual environments
International Journal of Human-Computer Studies - Interaction with virtual environments
Virtual prints: Augmenting virtual environments with interactive personal marks
International Journal of Human-Computer Studies - Interaction with virtual environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Sketchpad: a man-machine graphical communication system
AFIPS '63 (Spring) Proceedings of the May 21-23, 1963, spring joint computer conference
Product modeling framework for behavioral performance evaluation at design stage
Computers in Industry
Towards multimodal human-robot interaction in large scale virtual environment
Proceedings of the 3rd ACM/IEEE international conference on Human robot interaction
Head-mounted display versus desktop for 3D navigation in virtual reality: a user study
Multimedia Tools and Applications
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Virtual reality (VR) has evolved in technology and applications within the last decade. Technical advances have led to the development of novel interaction devices, interaction concepts, more reliable and robust VR set-ups, advanced visualization and modeling software. However, decisions regarding which VR set-ups and devices are suitable for particular applications are becoming more difficult due to the rapid stream of technical development. In the ''VIEW of the Future'' project (IST-2000-26089), the development process was coupled with an extensive and multivariable evaluation procedure. The latter has taken advantage of direct neurophysiological and psychophysiological measurements and a variety of self-report tools administered in a set of different but closely linked experiments. Furthermore, the implementation of VR solutions in different applications was examined with a socio-economic perspective, by applying a multi-criteria analysis (MCA) using an analytical hierarchical model. The data collected during the experimental trials enabled us to reach general conclusions regarding the systems used, and to derive applicability guidelines to facilitate the implementation of VR products. This paper presents all aspects of the evaluation methodology: Usability Test Battery for neuro- and psycho-physiological measurements, VIEW-IT heuristic assessment tool, questionnaires, MCA methodology). A summary of the results includes usability and ergonomic findings for different VR set-ups, and the impact of VR implementation on a variety of applications.